/Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRigObjectBinding.h
Check whether we are bound to the supplied object. This can be distinct from a direct pointer comparison (e.g. in the case of an actor passed to BindToObject, we may actually bind to one of its components).
virtual bool IsBoundToObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const